So here's a tip:You must be registered to see the links
I don’t know either. I have been toying with Turbo Loader.
I’ve had to. I’ve got way too many products installed and it took over three hours to load (not render) one scene with (3) G8/8.1F characters and a (1) G8M.
So I typically break out all my scenes into scene subsets. And I save a new version for every scene (new version of characters too).
Everything looked normal until I went to work on the next scene and load the figures in and they were completely messed up. Literally the only thing I did was reload a saved character.
But it was while working with TurboLoader that I learned something very scary about working with DAZ Studio…
Every time you touch a morph dial that dial then gets “activated” and will be saved as part of the character, even if the morph dial is set to ZERO.
So when I’m designing a new character I may touch several dozen body and head morphs (or expression morphs, etc.) to get what I want.
And every single one of those dials that I’ve touched, even if I’ve reset it back to zero, will now get saved with the character.
The TurboLoader Utilities addon has a “Scene Configuration” option that will save out a list of every morph dial that’s referenced in a character (or scene). That’s when I learned this.
Only way to clear it is to make sure those morphs aren’t available to Studio and re-load the character so those files are “not found” and then save out your character again.
And that’s when I noticed the 3DU characters, the Maxx character, and a bunch of others. Honestly at this point I probably need to uninstall over 50% of the crap that I do have installed.
The fact that every morph dial touched is “activated” on a character explains a mystery that I had encountered a few times. I create animations for a friend of mine, sometimes using premade characters that he sends to me. We check beforehand to make sure I have the models and morphs he used.
Occasionally when I open the scene file he sent, I will get a bunch missing content warnings from Daz for various morphs. When I go over the list of missing morphs with my friend, he always insists that he had not used them for the character, so I simply ignore them and carry on.
Based on what you discovered, I imagine my friend merely had touched the morph dials at some point and decided not to use them, setting them back to zero. Yet that caused Daz to save them permanently on the character.
That is exactly what’s happening, I guarantee you. It’s also bloating the characters and slowing down the loading. Just take a look at the DAZ Studio Log File when you load a complex scene. Notepad++ has an option where you can “tail” the loaded file so it auto-refreshes immediately as new lines are added to the bottom.Based on what you discovered, I imagine my friend merely had touched the morph dials at some point and decided not to use them, setting them back to zero. Yet that caused Daz to save them permanently on the character.
That’s another way to quickly see just how inefficient Studio is as well.
Lots of interesting things, not the dates, that's sad.You must be registered to see the links
Hello,
Soo...
1. Workstation
2. CH3 Status
3. Previews
1. Workstation
TLR at the end of the text.
Over the past weeks, I had a back-and-forth with the Nvidia tech support & also did a lot of research to see if memory pooling would still work through PCI-E, etc.
Nada... "Hey, let's charge almost 10,000€ for a GPU that can't even pool its memory like the predecessor."
That's pretty much the only reason why I want the A6000/Pro Cards.
But it's not going to happen with this GEN.
So I reconsidered and I'm doing the following now:
Instead of a Workstation with 2xA6000 ADA, I'm getting a custom-built workstation with 4x4090.
And on top of that, an A6000 (Old Gen).
I already have an old Gen A6000, and adding another with a NvLink will give me roughly 96GB VRAM.
I'd say 70% of my scenes can be rendered with 24GB. 30% need more than that. (Exceptions are updates like CH6 SG, which is 80% far above 24GB.)
So, I will have one PC with 2xA6000 Old Gen, that only renders the big scenes. (Every single update will have them.)
Meanwhile, the 4x4090 Workstation is going to render everything else.
And it's not just the raw speed of the GPU that's going to matter...
A good friend of mine is rendering on a 4090, and while he showed me a few animations, I noticed how fast they were rendering... But not because of the Cuda cores... But because of how fast the 4090 slurped the textures & other thingies into the memory.
Between each frame is a pause where the GPU loads all the textures & info into the memory... And while I created the Tabletop animations, this pause could take up to five minutes. (Before every single frame.)
This took longer than the actual rendering part & is also the reason why you never got a yoga/stretching cinematic in Chapter 3x5... As each memory loading pause took 15min and I abandoned it.
So it appears that it would also speed up animations by A LOT.
But I first have to test it, and then I can show you some graphs.
Oh, the custom Workstation (water-cooled GPUs) is also almost 8000€ cheaper than the previous double A6000 ADA Workstation.)
Both games would be made on both PCs. No more designated PCs. Both games are going to enjoy the fruits and WIAB won't face any downtime due to VRAM issues.
I can't get the workstation yet and have to wait for the Steam release, as you know, my old tax office hasn't submitted my 2021 numbers yet, and atm I wouldn't even get a loan for 2000€.
With the 5000 series GEN, I'll take another look at the Pro cards... But I need that scaleable VRAM.
TLR: Instead of a Workstation with 2xA6000s ADA, I get a custom Workstation with 4x4090 & a separate old Gen A6000 to upgrade my current WiAB PC to 96GB VRAM. New Workstation is almost 9000€ cheaper. Still can't get it before Steam, tho. Both Games would be made on both PCs. WIAB won't face any downtime.
2. Status of Chapter 3
CH3 is coming along great.
I still need to render ~400 renders. (96 of them are currently in the queue, and ~300 need to be set up.)
I've already started with postwork, and as soon as I have around 500 renders done in post, I will start testing.
We're getting pretty close now.
3. Previews - 4K attached
Sneaky MC
View attachment 2820768
Zoey-Moey
View attachment 2820769
New important environment
View attachment 2820770
WiAB: Probably early September.
SG: Probably late September.
- Ocean
" I already have an old Gen A6000, and adding another with a NvLink will give me roughly 96GB VRAM. "Out of curiosity, why put 4x4090 on a single pc instead of spreading them out on multiple pcs?
VRAM doesn't stack so it would only help with the speed, and I'm certain rendering 4 pictures on 4 pcs with a 4090 each is much faster than rendering them on a single 4x4090 pc.
This solutions always look good on paper, until you're faced with DAZ's (lack of) optimization for them.
Ya I've seen some banter on that as well; I've been curious if it's just a DAZ issue. I know Ocean has said he wants to move to Blender, so if Blender works well with VRAM stacking then that'll be another good reason to expedite the transition." I already have an old Gen A6000, and adding another with a NvLink will give me roughly 96GB VRAM. "
I dunno, I also read and heard that DAZ can't use the combined RAM of several cards but apparently Ocean heard otherwise.
I thought that the 4090s and all cards moving forward got rid of NVLink? There is a limitation with DS and number of cards.Out of curiosity, why put 4x4090 on a single pc instead of spreading them out on multiple pcs?
VRAM doesn't stack so it would only help with the speed, and I'm certain rendering 4 pictures on 4 pcs with a 4090 each is much faster than rendering them on a single 4x4090 pc.
This solutions always look good on paper, until you're faced with DAZ's (lack of) optimization for them.
I assume that this is to create the effect of presence and to deepen the immersion in the scene. Have you ever noticed that when you look at an object in front of you, all the details on the periphery of your vision and in the distance seem to be blurred? That's what I think he was trying to achieve.Can someone explain to me why Ocean blurs the background so much? he talks about how the environment is important, spends so much time, but the characters are always in the blurry, bad visible background
But only Ocean knows for sure. Maybe he did it just for lulz.Background blur is a common technique used by photographers for years as a way to keep the focus on their most important subject. The idea is to focus on the element in the foreground, by removing the hard lines and distracting detail in the background, to truly make the element pop.
Yep, it is a standard photographic principle called depth of field (DOF). It is important in highlighting the subject when the context (background) is less important. Look at any non-landscape image or film. They all use it. Even landscape if the image has a primary subject, like a tree.Can someone explain to me why Ocean blurs the background so much? he talks about how the environment is important, spends so much time, but the characters are always in the blurry, bad visible background
I understand, but he uses it everywhere absolutely, in every render and the degree of background blur is like too strong, it's impossible to tell what's in there. And even if there are 2 people in the frame, in 80% that one of them will be blurred. In each render it's just the character and that's it, but I'd like to see the details of the environment as wellYep, it is a standard photographic principle called depth of field (DOF). It is important in highlighting the subject when the context (background) is less important. Look at any non-landscape image or film. They all use it. Even landscape if the image has a primary subject, like a tree.
When done well, it creates a beautiful image with a nice bokeh (the ability of a lens to render the out-of-focus part of the image). Photographers pay a lot of money for lenses that create great DOF and a fantastic bokeh. The ability to use DOF is a good measure of an experienced 3D renderer compared to an amateur.
When the background is important, it is kept in focus.
There is certainly using too much of the effect. Or not using the window properly to keep everyone in focus. I did notice that in a few shots too. The Daz Studio DOF tool isn't the most intuitive and easiest thing to use. And it can be counterintuitive to a person with photography experience. Sometimes you have to use a ridiculous F-Stop that only exists in the digital world. Or "camera lenses" that aren't possible physically. It's difficult to master is what I am saying.I understand, but he uses it everywhere absolutely, in every render and the degree of background blur is like too strong, it's impossible to tell what's in there. And even if there are 2 people in the frame, in 80% that one of them will be blurred.
I cannot think of any easier practical illustration of this than comparing the original SG Ch 1 & 2 renders with the reworks.Yep, it is a standard photographic principle called depth of field (DOF). It is important in highlighting the subject when the context (background) is less important. Look at any non-landscape image or film. They all use it. Even landscape if the image has a primary subject, like a tree.
When done well, it creates a beautiful image with a nice bokeh (the ability of a lens to render the out-of-focus part of the image). Photographers pay a lot of money for lenses that create great DOF and a fantastic bokeh. The ability to use DOF is a good measure of an experienced 3D renderer compared to an amateur.
When the background is important, it is kept in focus.
You know its sad when I cant even look at a Dev Log that should in theory be positive to one of my favourite AVNs without thinking of all the ways that WIAB somehow someway will be cucked all over again .You must be registered to see the links
Hello,
Soo...
1. Workstation
2. CH3 Status
3. Previews
1. Workstation
TLR at the end of the text.
Over the past weeks, I had a back-and-forth with the Nvidia tech support & also did a lot of research to see if memory pooling would still work through PCI-E, etc.
Nada... "Hey, let's charge almost 10,000€ for a GPU that can't even pool its memory like the predecessor."
That's pretty much the only reason why I want the A6000/Pro Cards.
But it's not going to happen with this GEN.
So I reconsidered and I'm doing the following now:
Instead of a Workstation with 2xA6000 ADA, I'm getting a custom-built workstation with 4x4090.
And on top of that, an A6000 (Old Gen).
I already have an old Gen A6000, and adding another with a NvLink will give me roughly 96GB VRAM.
I'd say 70% of my scenes can be rendered with 24GB. 30% need more than that. (Exceptions are updates like CH6 SG, which is 80% far above 24GB.)
So, I will have one PC with 2xA6000 Old Gen, that only renders the big scenes. (Every single update will have them.)
Meanwhile, the 4x4090 Workstation is going to render everything else.
And it's not just the raw speed of the GPU that's going to matter...
A good friend of mine is rendering on a 4090, and while he showed me a few animations, I noticed how fast they were rendering... But not because of the Cuda cores... But because of how fast the 4090 slurped the textures & other thingies into the memory.
Between each frame is a pause where the GPU loads all the textures & info into the memory... And while I created the Tabletop animations, this pause could take up to five minutes. (Before every single frame.)
This took longer than the actual rendering part & is also the reason why you never got a yoga/stretching cinematic in Chapter 3x5... As each memory loading pause took 15min and I abandoned it.
So it appears that it would also speed up animations by A LOT.
But I first have to test it, and then I can show you some graphs.
Oh, the custom Workstation (water-cooled GPUs) is also almost 8000€ cheaper than the previous double A6000 ADA Workstation.)
Both games would be made on both PCs. No more designated PCs. Both games are going to enjoy the fruits and WIAB won't face any downtime due to VRAM issues.
I can't get the workstation yet and have to wait for the Steam release, as you know, my old tax office hasn't submitted my 2021 numbers yet, and atm I wouldn't even get a loan for 2000€.
With the 5000 series GEN, I'll take another look at the Pro cards... But I need that scaleable VRAM.
TLR: Instead of a Workstation with 2xA6000s ADA, I get a custom Workstation with 4x4090 & a separate old Gen A6000 to upgrade my current WiAB PC to 96GB VRAM. New Workstation is almost 9000€ cheaper. Still can't get it before Steam, tho. Both Games would be made on both PCs. WIAB won't face any downtime.
2. Status of Chapter 3
CH3 is coming along great.
I still need to render ~400 renders. (96 of them are currently in the queue, and ~300 need to be set up.)
I've already started with postwork, and as soon as I have around 500 renders done in post, I will start testing.
We're getting pretty close now.
3. Previews - 4K attached
Sneaky MC
View attachment 2820768
Zoey-Moey
View attachment 2820769
New important environment
View attachment 2820770
WiAB: Probably early September.
SG: Probably late September.
- Ocean
For me and I'm sure many others, whenever a dev re-masters graphics and tweaks the already told parts of the story for a game that's not even half way finished is a pretty good sign that the dev is either milking or unable to come up with new content...therefore not worth supporting or talking about. Honestly, graphics are secondary to a well told or in this case spicy story, and the fact this dev has so much focus on graphics does not bode well...should have finished his story first before dicking around with lighting and other crap that doesn't matter at the end of the day.You know its sad when I cant even look at a Dev Log that should in theory be positive to one of my favourite AVNs without thinking of all the ways that WIAB somehow someway will be cucked all over again .
I was and still am of the opinion that the better AVN made by Ocean is by far WIAB just based on the setting of the story it tells... College AVNs just dont do it for me anymore after having played 1000+ of them and because of that every story that doesnt have that setting is refreshing to me.
So the fact that this game seems to always be the "2nd game"/ "3rd wheel" for Ocean, just makes me think the worst for it every time .
It almost seems like (this coming from a person that isnt on the discord and just reads updates from time to time) when something goes wrong with Ocean/his setup its this game that suffers. For example:
SG last release: 9/03/23
WIAB last release: 17/11/22
But lo and behold, they are getting both released on September (6 months wait for SG, which is kinda normal, while WIAB took 10 months..............)
It depresses me not only seeing this thread be as dead as it is right now but also the fact that after all these years we still didnt catch up this new version to the old version of this game ....
And because of that, I refuse to keep clinging on to hope and have expectations for this game just because the dev says something that in theory MIGHT be good for WIAB... Unless Ocean starts to show results and actually starts "developing" the WIAB consistently for over a couple releases, Im just gonna continue being pessimistic and sad about this game
To the ones that are still hopeful for WIAB, I wish you all the best ...
I don't think that represents Ocean in any way. There is no doubt he is a perfectionist and that can be a major downfall.For me and I'm sure many others, whenever a dev re-masters graphics and tweaks the already told parts of the story for a game that's not even half way finished is a pretty good sign that the dev is either milking or unable to come up with new content...therefore not worth supporting or talking about. Honestly, graphics are secondary to a well told or in this case spicy story, and the fact this dev has so much focus on graphics does not bode well...should have finished his story first before dicking around with lighting and other crap that doesn't matter at the end of the day.